Doesn't load external image
I have created a cab file for a Flash Lite 3 app that load a
photo (jpg) into the app using loadMovie(). The photo is stored
within the sub-folder "photos" to the application. The Flash Lite 3
app tested successfully in the Device Central.
The cab also installed successfully on my HTC Touch Diamond
running WM6.1. The Program Files folder at the phone also showed
the app and the app content folder also showed the photos folder
with the photo there. However when the app is run in the phone, no
photo showed up.
Any syggestion where I may go wrong?
Don't worry. I think I have worked out why. I called multiple
loadMovie() to load multiple photos. That seemed to have cause the
app to hang. I have now changed to method to loadClip() and load
the photo one by one using OnLoadInit event. That solved the
problem.
Similar Messages
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Loading External Images Causes Memory Leak
I have been working on an Actionscript 2.0 project that basically loads external images.
Everytime i load and unload a new image, memory increases to 1 or 2 MBs
If all the images are in cache, then it increased to 4 or 8 KBs
In the unloading of images, I have removed loader and the container of the image.
Any thoughts why it is behaving like that?
Please find the sample code snippet below.
btn_load.onRelease = function()
loadImage();
btn_unLoad.onRelease = function()
unLoadImage();
var mcListener:Object = new Object();
var container1:MovieClip;
var mcLoader:MovieClipLoader;
var loader_reference = this;
var n=0;
function loadImage(){
var image_arr = ["http://xyz.com/image1.png","http://xyz.com/image2.png","http://xyz.com/image3.png","http:/ /xyz.com/image4.png","http://xyz.com/image5.png"];
var image_url = image_arr[n];
if(n==image_arr.length-1) {
n=0;
}else{
n++;
container1 = loader_reference.createEmptyMovieClip("container1", loader_reference.getNextHighestDepth());
mcLoader = new MovieClipLoader();
mcLoader.removeListener(mcListener);
mcLoader.addListener(mcListener);
mcListener.onLoadComplete = function(target_mc:MovieClip, httpStatus:Number):Void {
mcListener.onLoadInit = function(target_mc:MovieClip):Void {
target_mc._x = 300;
target_mc._y = 200;
target_mc._width = 300;
target_mc._height = 250;
mcLoader.loadClip(image_url, container1);
function unLoadImage(){
mcLoader.unloadClip(container1);
mcLoader = null;
container1 = null;
removeMovieClip(loader_reference.container1);
Thanks in advance.that code should only execute once. fix that.
-
Im wanting to make a photo gallery that I can update easy, I
thought if I could have a movieclip load external images for my
thumbnails it would be nice but Im not sure how to set it up. I
would make a file for my images and then another for my thumbnails,
then if or when I want to switch out pictures I'd just have to drop
new images into my folders and not even touch the FLA. Could anyone
point me in the right direction with the right action script to use
or a tutorial that explains how this is done..
And when I say load external I want it so I dont have to
click on the image for it to load, I want it to just load
automatically , I would put an invisible button or something to
that efect over the images for a animated effect.
Thanks for your help.I don't know if you are super enthusiastic about building it,
or if you just want the utility. If the later is the case, I just
purchased (cheap) a really great product that does all of what you
want, fairly automatically, including scaling large pictures down
to smaller size so that they load quickly.
I am not sure of the policy of recommending third-party
applicatons here. So, if you are interested, send an email (private
message) to me and I will show you the simple site I put together
using it and where to get it. -
Load external images and video in edge
Hi.
I am looking into edge instead of flash.
My question is how do you load external images and videos from an external server?
To clarify, I need to insert a link from where the images can load into the stage, so they don´t take up any of the final weight.
Thanks in advance.
Best,
Stig.The above solution I provided works if you already have the images in your composition and than if you want form load images from another server rather than the relative location to your html file.
Now if you want to load images dynamically into a rectagle containter you will have to code it.
below is a sample for that
Create a 'rectangle' with name 'Rectagle'.
Add the snippet in the compositon ready or on other user actiosn based on your requirement
var myImagetag = '<img src="http://wwwimages.adobe.com/include/style/default/SiteHeader/logo-2x.png">'
sym.$("Rectangle").append(myImagetag); -
Best Practice - load external image including rollovers
I am attempting to use the loader component to load an
external jpg, but experience issues having my flash app
successfully load a roll-over image from an external source when
the user rolls over the intital jpg. I am not a flash developer
(actually a .net developer trying to help a graphics guy out).
I started with the loader component, converted it to a movie
clip and then utilized the on(rollover) and on(rollout) events to
change the loader component's contentPath property at runtime via
ActionScript. I am not getting consistent results with this
strategy - what is the best way to accomplish this? Also note I
tried converted to a button, which seemed more logical, but the
loader component doesn't seem to like being converted to a button.
Regards,
DaflookieDaflookie,
> I started with the loader component, converted it to a
movie
> clip and then utilized the on(rollover) and on(rollout)
events
> to change the loader component's contentPath property at
> runtime via ActionScript. I am not getting consistent
results
Check out the Loader class in the Components Language
Reference. Loader
extends MovieClip, so there's no need to convert to a movie
clip symbol. In
addition, I recommend scrapping on() in favor of MovieClip
events, which
will probably be closer to your .NET point of view that the
older
on/onClipEvent approach to event handling (those are Flash
5-era).
Honestly, though, if you simply want to load images, I would
forego the
Loader component (no need for all that overhead) and use
MovieClipLoader to
load your images into the user's Internet cache. You'll see a
good handful
of events under that class listing as well (see the
ActionScript 2.0
Language Reference).
David Stiller
Adobe Community Expert
Dev blog,
http://www.quip.net/blog/
"Luck is the residue of good design." -
Hey, I've been having a niggly problem for a while now. I'm
using MovieClipLoader and a Listener to load in external images.
All the images load in fine, but often (not always) the onLoadInit
and onLoadComplete events don't seem to work on the last image I
load, so if I've got a dynamic text box that I want to disappear
when loading is complete, it doesn't, only on the last image of a
group, even tho the image itself loads correctly.
Anyone come across this before? You can see an example on the
index page of
this site.nice site, good job :) I would guess that if you are using
both events on the same call, one is getting triggered before the
other, since they both operate at a similar time. similar but not
the same, onLoadComplete happens when the load is complete,
onLoadInit happens when the first frame of the loaded timeline
plays. Therefore if your listening for both on the same load call,
one may happen before the other, and may override or change the
event sequence, occationally.
Just a guess though, I think you should consider using one or
the other, and firing all other functions from there. -
Unable to load external image into iOS app with AS3
Just trying out Flash Builder for iOS app development and have run into a problem right off the bat with loading an external image into an iOS app. The actionscript is very simple (this was basically my Hello World attempt), and I'm hoping someone here can explain where I'm going wrong. This code works in Flash Pro, and works when launched on the desktop from Flash Builder, but doesn't work on my iOS devices.
Here's the code:
var container:MovieClip = new MovieClip();
addChild(container);
var imageLoader:Loader = new Loader();
imageLoader.load(new URLRequest("http://www.google.ca/intl/en_ALL/images/logos/images_logo_lg.gif"));
imageLoader.contentLoaderInfo.addEventListener(Event.COMPLETE, startListener);
function startListener (e:Event):void{
container.addChild(imageLoader);
Any thoughts on why this won't work would be greatly appreciated!I had the same issue, and modified my domain policy file as specified in http://www.adobe.com/devnet/flashplayer/articles/fplayer9_security.html#_Configuring_URL_M eta-Policies but the loader is not loading the file. Any ideas on how to fix this issue?
-
Problem loading external images
I'm having a problem. I am creating a portfolio section for a
class project.
I have it so that when I click on my portfolio the images
load externally. The problem comes in where when you click onto
another section the last portfolio piece stays on screen and
doesn't go away. Anyone have any ideas how to fix this? Code is
attached.Thank you for the response.
But I must admit that I don't understand what you are saying.
I'm a newbie with actionscript 3 and it is still a bit confusing.
Could you break it down so that it is easier for me to understand
your response.
Thanks. -
Making a loaded external image into a button in Actionscript
My name is Steve Oatman I am a student at
AIO for a Web Design Diploma
class: Interactive Telecommunications IMD412 XA
Professors to bussy!
I have a flash web site that I am putting together. I am using AS to load some images from an external source. These images are being loaded into a movieclip. These images need to become buttons once they are loaded. The images will link to the particular menu category pages beef, chicken, etc.
The images are loading fine they just are not responding like a button or link.
I am getting two error referencing the buttonMode and usehandCursor. Below is just one image that I am working on till I get it to work.
I am getting these two Compiler error code:
1119: Access of possibly undefined property buttonMode through a reference with static type flash.display:Loader.
1119: Access of possibly undefined property useHandCursor through a reference with static type flash.display:Loader.
This is what I have.
var myLoader01:Loader = new Loader();
myLoader01.load(new URLRequest("entrees_images/beef/beef01.gif"));
addChild(myLoader01);
myLoader01.x = -269;
myLoader01.y = -164;
myLoader01.buttonMode = true;
myLoader01.useHandCursor = true;
myLoader01.addEventListener(MouseEvent.CLICK, beefClick);
function beefClick(event:MouseEvent):void{
gotoAndStop("beef");
From me searching online I thought the
name.buttonMode = true;
turned the element into a button!
I have included the fla file. This is in the menuItems_mc which is located in the pageContent_mc frame 40 layer page Image or of course the library.
I know this is a little in depth sorry and any help would be greatly appreciated.
Steve
713/742-3325Try something along the following lines:
var myLoader01:Loader = new Loader();
function addIt(evt:Event):void{
var aBtn:MovieClip = new MovieClip();
aBtn.x = -269;
aBtn.y = -164;
aBtn.buttonMode = true;
addChild(aBtn);
aBtn.addChild(myLoader01);
aBtn.addEventListener(MouseEvent.CLICK, beefClick);
myLoader01.contentLoaderInfo.addEventListener(Event.COMPLETE, addIt);
myLoader01.load(new URLRequest("entrees_images/beef/beef01.gif"));
function beefClick(event:MouseEvent):void{
gotoAndStop("beef"); -
AS3 Load external image and add multiple instances to mcs
Hi,
Is there any way to load an external image and add it to more than one movie clip?
Thanks,
Chris McLaughlinHi kglad,
I was loading a larger jpeg to which I was applying 20 different masks so using the bitmapdata class to create duplicates was the best solution.
It took me some time to wrap my head around it, but all is well.
Thanks for pointing me in the right direction.
Best regards,
Chris -
Loading external Images in MovieClips
Dear All,
I am trying to load the external images in Dynamically
created Movie Clips.
Can you please help me out from this.
I am trying something like this:
Container_mc.image_mc ( I want to load the Images inside the
imag_mc clip)
Regards,
Sridhar B
Container_mc.image_mc
imag_mcHi,
Following is my problem:
I am trying to trace the "idValue" property on runtime but it
is showing error. Can you please tellme how add Images and
properties runtime.
var loader:Loader = new Loader()
addChild(loader)
loader.load(new URLRequest("images/01.png"))
// Assigning a value to idValue property
mc_mainSWF.idValue = 40
mc_mainSWF.addChild(loader)
mc_mainSWF.addEventListener(MouseEvent.CLICK, checkID)
function checkID(event:MouseEvent)
// And i am geeting error here
trace(event.target.idValue)
Regards,
Sridhar B -
Load external image and animate?
This may be a naive question, but -
What is the best method to draw external content (an image
file) into a Flash movie, AND then ANIMATE that content?
I assumed I would need to use the LOADER COMPONENT to draw an
image file from an external URL, but is there a way to then perform
a simple animation (e.g., slide the image across the stage) with
the loaded image? I cannot seem to figure out how to manipulate an
image once loaded (using the LOADER COMPONENT).
Yes, I am new to Flash, so there may be six other ways to do
this of which I am not aware.
Suggestions/solutions?use the MovieClipLoader class to load the image into a holder
movie clip, then use the onLoadInit function to animate the holder
clip. -
Load external image & text into SWF
Can someone point me to a tutorial on how to create a
template that will load an external image file,.css styled text
& a .css style sheet into a .swf by using .xml?
Thank you for your time.
CKYou can use the MovieClipLoader class to load multiple images sequentially (one at a time), but you wouldn't use a 'for' type of loop...instead you would use a recursive loop, where a loading function is called after each load completion until all loading in done. This is done by utilizing a load-complete listener to trigger loading of the next image. So you start the loading process by loading one file, when that file is determined to be loaded, the listener proceses that file in whatever way you need to prepared (resizing, etc) and triggers the loading of the next file.
If you look up the MovieClipLoader.addListener method in the Flash help documents there is an example there that uses the onLoadInit event. You would be wanting to use the onLoadComplete event. -
I'm trying to load an image for a Photos folder. The photo.swf is in the same file structor as the "photos "folder, using the code below is works great when I open photo.swf and then click the P_002 button. All of this in contained in a folder named "content"
P_002.onPress = function():Void {
loadMovie("photos/002.jpg", _root.photo.empty);
The problem is I have a main menu swf file outside the "Content" folder When I launch the photo.swf form the main menu it will not load the photo.
I have tried moving the photos folder several places but no help
I also tried adding content to the path
P_002.onPress = function():Void {
loadMovie("content/photos/002.jpg", _root.photo.empty);
Can someone please help solve this?
wayneNed thank you for being so patient we me
I have tried various version of the path but no luck
The full path when launched from the web is
http://rsvp.siterender.com/demo/RSVP_admin.swf/demo/RSVP_admin.swf/f1.swf/co
ntent/photos/001.jpg
Locally I use the RSVP_admin.swf to launch the program and it works fine
The f1.swf has the coding in it to view the photos
Photos_mc.P_001.onPress = function():Void {
loadMovie("content/photos/001.jpg", _root.photo.empty);
I'm about to give up on this approach and look into just having the button
load an image form the library (if I can figure that out)
If you don't have time to help I understand and appreciate the help you have
already helped with
wayne -
Pre-loading external images for XML-based gallery
I'm working-on an XML-based photo gallery here:
http://www.unionandparkwood.com/demo/flash_gallery/
It works how I want it, except that the first time a
thumbnail is clicked for an image, it pauses long enough to skip
the fade. If you click-through the images a second time, you'll see
that it works smoothly. My guess is that the first time the
thumbnail is clicked, the image isn't cached, yet.
I tried to fix this by creating a JavaScript file for the
page to pre-load each image and thumbnail:
0003a = new Image;
0003a.src = "images/Down-Range.jpg";
0003b = new Image;
0003b.src = "thumbnails/Down-Range.jpg";
But that didn't work. What would be the best way to do this?
I included a link to "Download ZIP" of the FLA project on
this page, too, because it wouldn't be easy for me to describe
what's happening. In a nutshell, a thumbnail click launches a
function that loads the appropriate image into the main image
holder. What seems to be happening the first time is the image
isn't loaded before the fade is finished, so the image just appears
after a short pause the first time.>>What seems to be happening the first time is the
image isn't loaded before
>>the fade is finished, so the image just appears after
a short pause the
>>first time.
As has been said many times in thos forum - use the
MovieClipLoader class to
load images, and then use that class' onLoadInit method to do
things with
the loaded image. Loading is asynchronous - you _have_ to
wait until the
image is done loading before doing a fade.
Dave -
www.offroadfire.com
Head Developer
http://www.blurredistinction.com
Adobe Community Expert
http://www.adobe.com/communities/experts/
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